Draw Steel General Thread [+]


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So, for those who have played the game: how does it scale with player count, particularly downward? D&D is kind of infamous for scaling poorly at lower counts because of niche protection and not having enough people to cover the niches, but how does Draw Steel work with 2-3 players plus Director? Are there any particular classes to avoid – my intuition tells me that the troubadour and maybe the conduit works best with more players (support classes generally do get better with more things to support), but is that intuition correct?
 

I like the class archetypes of Draw Steel and how it makes steps away from just recreating D&D ones mostly verbatim.

It still has the Censor (Paladin) and Conduit (Cleric), which IMHO arguably could have just been combined. But I appreciate that it does away with the OMNI-Wizard of D&D in favor of more specialized spellcasting classes: e.g., Elementalist, Talent, and Summoner (future supplement). Also much like with Daggerheart, I love the idea of rogues in a world of magic supplementing their arts by using shadow magic.
 


So, for those who have played the game: how does it scale with player count, particularly downward? D&D is kind of infamous for scaling poorly at lower counts because of niche protection and not having enough people to cover the niches, but how does Draw Steel work with 2-3 players plus Director? Are there any particular classes to avoid – my intuition tells me that the troubadour and maybe the conduit works best with more players (support classes generally do get better with more things to support), but is that intuition correct?
I didn't ever scale down, or even build my own encounters, so I can't speak for that part but the Conduit is always useful. Respites are not as easy to come by as long rests, so sources of temporary stamina are hugely beneficial so the 5-15 temp that Faith Is Our Armor gives was a big help to my second playtest group's survivability.

Retainers are also an easy way to make up for fewer players.
 
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So, for those who have played the game: how does it scale with player count, particularly downward? D&D is kind of infamous for scaling poorly at lower counts because of niche protection and not having enough people to cover the niches, but how does Draw Steel work with 2-3 players plus Director? Are there any particular classes to avoid – my intuition tells me that the troubadour and maybe the conduit works best with more players (support classes generally do get better with more things to support), but is that intuition correct?
Most playtesters have found that 4-5 is the sweet spot. 3 players can work - though it could end up a little swingy (so Directors may want to go easy on the players for a bit to be safe).

6 or more players I think is doable, but importantly - Draw Steel isn't any FASTER at combat, it aims to make combat more fun. There is an upper limit to that, so if you have 6, 7, or 8 players - it is going to take awhile, and could be a lot of overhead.

BUT - the EV system for building encounters is very robust, so it should be easier to build encounters for directors for any party size with a lot more accuracy than the 'art of wielding the challenge rating'.
 

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